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The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSPTue, 03 Mar 2015 20:09:41 +0000en-UShourly1http://wordpress.org/?v=4.1Hands on with Aliens: Colonial Marines, on PS3 February 12thhttp://blog.us.playstation.com/2013/02/01/aliens-colonial-marines-lands-on-ps3-february-12th-we-go-hands-on/
http://blog.us.playstation.com/2013/02/01/aliens-colonial-marines-lands-on-ps3-february-12th-we-go-hands-on/#commentsFri, 01 Feb 2013 16:00:06 +0000http://blog.us.playstation.com/?p=96434Imagine that an all-knowing time traveller landed in 1986 in order to whisper the mysteries of 2013 to the startled mid-80s masses. Flying cars, powerful cell phones… a videogame sequel to Aliens? Now, 27 years after the theatrical release of James Cameron’s blockbuster, Gearbox Software is making the dream come true on PS3 February 12th.

I Left my Heart on LV-426

Aliens: Colonial Marines is the sequel to Aliens that we always wanted but never got. You are a Colonial Marine sent to LV-426 to find out what happened to Ellen Ripley. If you’ve seen Aliens, you know that things with Ripley didn’t turn out so well, and you, with no idea what to expect, will find yourself entering hell, somewhere far, far away from planet Earth.

“It was an itch that we had, ever since we saw the first and second movie. That itch has never been scratched; there’s a different history that we always felt that needed to be told, that involves Colonial Marines. Once Cameron introduced them to the Alien universe, there was no going back. I want the story to get bigger, the fantasy to be a Colonial Marine, of having all that gear….We wanted to make a sequel to the Aliens story, and do it in a videogame form, authentic and legitimate.”

– Randy Pitchford, President of Gearbox

I tried out the Campaign Mode for a while, and spied all of the many details that one would expect from an Aliens video game, from the fonts on the HUD to the chattering of the pulse rifle to the ghostly chirp of the motion tracker. The motion tracker is actually a very important part of Colonial Marines — press L1 and you can see the direction in which the xenomorphs can be found. You have to be careful, though: When holding the Motion Tracker you cannot use your weapon. This creates a delicious sense of tension, since when you have three xenos mere feet away from you, the few seconds it takes to draw your weapon will seem like an eternity.

I was only able to play one sequence where I secured an area, placed movement sensors all around the scene, and met up with “artificial person” Bishop (played by Lance Henriksen, thankfully) Then, the xenos arrived. They came in waves and spew acid when shot. You will quickly realize that acid and enclosed spaces make for a dangerous combo, so you’ll want to keep moving while you shoot.

While playing you’ll uncover plenty of references from the movie, from audio logs and dog tags from fallen soldiers (I found Vazquez’s) to weapons such as Ripley’s Rifle, complete with the duct-taped flamethrower add-on. You’ll find more weapons, including pistols and shotguns, from other important characters, and as you advance you gain experience that you can trade for weapon upgrades and customize the weapons according to your taste.

“In the Aliens film, you have this thing called the pulse rifle. It’s pretty cool, it has an ammo counter and an iconic sound, but it’s kinda stuck in the 80s. The marines tend to favor weapons that can help them survive in any planet, they’re very basic. On the other hand the Weyland Yutani guys have all the money in the universe and can do whatever they want, so their weapons have a more science fiction nature.”

– Brian Burleson, Sr. Producer at Gearbox

Fight as a Team, Die as a Team

When I tried the multiplayer mode in Aliens: Colonial Marines, I wasn’t sure what to expect. There are two factions, the Marines and the Xenos. The Marines are not complicated and their play style should feel familiar to FPS fans. Your boots will be on solid ground, you’ll choose from various weapons and upgrades, then shoot anything that moves.

The xenos are more interesting and are very different from anything you may be accustomed to. There are three different types: Soldiers, Spitters, and Lurkers, each with their own completely different characteristics. The xenos can see through objects and climb walls, but at the same time their defenses are weak. The Soldiers are excellent at hand-to-hand combat, and you can knock off the head of a marine with one solid whack. The Spitters use acid to attack from a distance (tip: do this from a roof), and the Lurkers can powerfully jump towards their enemies and attack without mercy.

It is not easy to be a xeno. You will die a lot, but with a little practice you’ll see that it’s fun and strategically interesting as well. You will literally hunt down your marine foes, hiding and then taking advantage of your opportunity to attack. It pays to move only when necessary, given the marines’ use of motion trackers.

“The multiplayer is natural because the marines can attack from a distance while the xenos are melee-range and sneaky. Xenos need to think about the environment, and have lot more options. I personally prefer xenos.”

– Brian Burleson, Sr. Producer at Gearbox

The Escape mode may have been my favorite hands-on experience. This is a team game in which marine players have only one life and very little time for reviving each other. Xenos, of course, can resurrect an infinite number of times and need only eliminate the marines while their prey attempt to conquer a variety of objectives, such as advancing or defending a point.

Aliens: Colonial Marines lands February 12th on PS3, bringing a breath of fresh air to the Aliens universe. Have any questions about my time with the game? Let me know in the comments!

]]>http://blog.us.playstation.com/2013/02/01/aliens-colonial-marines-lands-on-ps3-february-12th-we-go-hands-on/feed/39http://blog.us.playstation.com/wp-content/uploads/2013/02/1111.jpg3.64Blog Manager, Latin America392Aliens: Colonial Marines Confirmed for February, Watch the New Trailerhttp://blog.us.playstation.com/2012/05/21/aliens-colonial-marines-confirmed-for-february-watch-the-new-trailer/
http://blog.us.playstation.com/2012/05/21/aliens-colonial-marines-confirmed-for-february-watch-the-new-trailer/#commentsMon, 21 May 2012 13:01:22 +0000http://blog.us.playstation.com/?p=76099actual sequel to the movie Aliens, it is tough to put the experience into words. First of all, “passion” is a key word in the development of this game. The team at Gearbox is very passionate not only about Aliens but storytelling and the game experience. It is so important to all of us to do this game right -- the Aliens franchise deserves an awesome video game. Another key word is “intimidating,” because Aliens is a revered franchise with fans all over the world. I have been lucky enough to show Aliens: Colonial Marines to fans at PAX, E3, Gamescom, Igromir and more. And I have found that people all around the world, people of all ages, love Aliens. When fans see our demo they tell me that it’s looking great...but then warn us not to “mess it up.”
]]>In 1986, James Cameron’s Aliens hit theaters, instantly becoming one of the most iconic science fiction movies in cinematic history. This movie was a huge success and was nominated for seven Academy Awards. The film that had so many great elements to it: blistering action, Marine camaraderie, creeping tension, and of course, the xenomorphs.

When people ask me what it is like working on a game based on Aliens, a game that is the actual sequel to the movie Aliens, it is tough to put the experience into words. First of all, “passion” is a key word in the development of this game. The team at Gearbox is very passionate not only about Aliens but storytelling and the game experience. It is so important to all of us to do this game right — the Aliens franchise deserves an awesome video game. Another key word is “intimidating,” because Aliens is a revered franchise with fans all over the world. I have been lucky enough to show Aliens: Colonial Marines to fans at PAX, E3, Gamescom, Igromir and more. And I have found that people all around the world, people of all ages, love Aliens. When fans see our demo they tell me that it’s looking great…but then warn us not to “mess it up.”

Today we have released our new trailer, which we have dubbed “Suspense.” Our earlier ACM demos and videos showed some of the action in the game but a big part of the Aliens world is also tension and suspense – the universe of Aliens is a scary place. In Aliens: Colonial Marines you get to play the part of Winter, a Marine on the ship Sephora responding to the rescue beacon that was sent out in the movie Aliens. You might remember this scene from the movie:

Ripley: How long after we’re declared overdue can we expect a rescue?Hicks: Seventeen days.Hudson: Seventeen days?! Hey man, I don’t wanna rain on your parade, but we’re not gonna last 17 hours!

Now, 26 years after the release of the movie Aliens, you are part of that rescue mission – returning to LV-426 17 weeks after the beacon was sent out. But during those 17 weeks, Weyland Yutani has been busy: They found the Sulaco, brought it back to LV-426 and have restarted their operations to capture and control the xenomorph. That is, as you know, easier said than done. Chaos ensues.

One of the very exciting parts of this new trailer is that we are also firmly announcing our street date: February 12th, 2013. All of us on the development team see the end of this project coming closer, and this cycle of development is always very exciting. Everyone involved with ACM wants to make an Aliens game that does justice to a vision James Cameron started so many years ago. We want to make a game that all of us can be proud of.

I hope you enjoy the trailer. We will continue to release more information about the game in times to come. In the meantime, back to work for me. I have a game to finish.

]]>http://blog.us.playstation.com/2012/05/21/aliens-colonial-marines-confirmed-for-february-watch-the-new-trailer/feed/23http://blog.us.playstation.com/wp-content/uploads/2012/05/7163256644_5d229702f3_z.jpg3.05Senior Producer, SEGA237Aliens: Colonial Marines – Your Multiplayer Questions Answeredhttp://blog.us.playstation.com/2012/05/09/aliens-colonial-marines-your-multiplayer-questions-answered/
http://blog.us.playstation.com/2012/05/09/aliens-colonial-marines-your-multiplayer-questions-answered/#commentsWed, 09 May 2012 15:00:20 +0000http://blog.us.playstation.com/?p=75463spoilers!) over and over, pausing only to wipe the frothy spittle off your chin. If you’re really like me, you’ve also been wondering, “what’s it gonna take for some talented studio to create a killer game based on the Alien films?” Luckily, Gearbox Software is building an increasingly compelling case with Aliens: Colonial Marines, an upcoming big-budget PS3 shooter that aims to pick up where James Cameron’s seminal 1986 film Aliens left off.
While we know a good bit about the game’s tense single-player campaign, details about its multiplayer component have remained frustratingly elusive. So we took to Twitter and posed @PlayStation followers a simple question -- what do you want to know about the multiplayer mode in Aliens: Colonial Marines?
]]>

If you’re like me, you’ve been watching the recent Prometheus trailers (spoilers!) over and over, pausing only to wipe the frothy spittle off your chin. If you’re really like me, you’ve also been wondering, “what’s it gonna take for some talented studio to create a killer game based on the Alien films?” Luckily, Gearbox Software is building an increasingly compelling case with Aliens: Colonial Marines, an upcoming big-budget PS3 shooter that aims to pick up where James Cameron’s seminal 1986 film Aliens left off.

While we know a good bit about the game’s tense single-player campaign, details about its multiplayer component have remained frustratingly elusive. So we took to Twitter and posed @PlayStation followers a simple question — what do you want to know about the multiplayer mode in Aliens: Colonial Marines?

We received a flood of questions — some insightful, some maniacally detail-oriented — and presented them to Gearbox Software Multiplayer Producer Chris Brock. Though Gearbox is keeping tight-lipped concerning certain specific details for the game, some of your questions did manage to penetrate their veil of secrecy with all the effectiveness of a 10mm explosive-tipped pulse rifle round. Read on to learn more, and we’ll keep our eyes peeled for more revelations during E3 2012 this June.

What different multiplayer modes will there be? And how many players are supported in multiplayer matches? (asked by @Pogo_05)

Chris Brock, Multiplayer Producer: We’ve only announced and shown Team Deathmatch at this time, but there are additional modes that we’ll be showing before too long. These modes are more objective based and we can’t wait to put them out in front of people. As far as player counts go, we’re still testing out what feels right on a per-mode basis.

How many maps are there for competitive multiplayer, and how many players does co-op support? (asked by @Nekrospike)

CB: We’re working on many multiplayer maps at the moment. We don’t have a specific number at this time but it will be a good selection of maps that will be our best! The co-op campaign will support up to four players.

Will multiplayer weapons be in-map pickups or loadouts? (asked by @LingeringRegime)

CB: Or a combination thereof, perhaps? :-)

Will it support splitscreen on PS3? I would like to see more games having a split-screen option (asked by @TRIEDGE_68)

CB: Yes!

Will there be multiplayer maps based on other alien movies like Alien, Alien 3, and Alien Resurrection? Will the Predator make a cameo? (asked by @JDas2k)

CB: The Predator is something that you will not see in Aliens: Colonial Marines. AvP is a fun and compelling universe, but a separate one from the original Aliens universe. We draw inspiration for multiplayer maps from all the films, in addition to concept art and expanded Aliens universe content.

What’s it like to control a xenomorph in multiplayer combat? What attacks and abilities do they have?

CB: Awesome ones! Xenomorphs are obviously much more agile than their human counterparts, so they’re very quick and have the ability to maneuver about on walls and ceilings. As you’ve seen before, every part of a xenomorph is dangerous, from their claws and tails to their “little mouths” and acidic blood. They have a wide variety of ways to attack the marines.

Several other titles have enabled players to control xenomorphs. Where did those approaches fall short, and how does Aliens: Colonial Marines improve on that approach?

CB: We feel it’s key to keep the xenomorph player’s perspective in third person. Xenos have to be sneaky and agile, so the wall and ceiling climbing is a necessity. That said, playing in that style, in first person, can be quite disorienting.

Can aliens kill humans in multiple, theatrical ways? And what can a marine do in close quarters to ward off an alien attack?

CB: Xenos can kill humans in many ways. What can a marine do in close quarters to ward off an alien attack? Pray! In all seriousness, a marine’s best bet is to stay with other marines and cover each other.

Will ACM’s multiplayer include customization for the humans and aliens and, if so, what are some examples of abilities that can be enhanced for both species?

CB: We’re not talking too specifically about the metagame yet, but there’s a wide amount of customization in both appearance and abilities.

Will the game include weaponry not depicted in the films? Can weapons be modded and improved?

CB: The films allude to a lot of weapons that are never shown. As you might imagine, we’re pretty excited to show you what those might look like.

]]>http://blog.us.playstation.com/2012/05/09/aliens-colonial-marines-your-multiplayer-questions-answered/feed/22http://blog.us.playstation.com/wp-content/uploads/2012/05/7163369692_e4d5b76075_o.jpg3.13Senior Manager, Social Media221Randy Pitchford Talks Aliens: Colonial Marines Release Date, Prometheus Possibilitieshttp://blog.us.playstation.com/2012/02/03/randy-pitchford-talks-aliens-colonial-marines-release-date-prometheus-possibilities/
http://blog.us.playstation.com/2012/02/03/randy-pitchford-talks-aliens-colonial-marines-release-date-prometheus-possibilities/#commentsFri, 03 Feb 2012 15:00:33 +0000http://blog.us.playstation.com/?p=68698Aliens: Colonial Marines. This Gearbox Software-developed first-person shooter promises to pick up where James Cameron’s 1986 classic Aliens left off -- an irresistible premise for any diehard fan of the series. A recent trailer (watch it below) presented a convincing succession of sound and images, yet carried the sadface news of a new fall 2012 release date. What’s an impatient Alien fan to do?
Well, I went to Randy Pitchford to get some answers. The gregarious CEO of Gearbox Software was all too happy to share new insights into the studio’s plans for Aliens: Colonial Marines, including multiplayer concepts, the control scheme, play style...and, perhaps most tantalizing, what he knows about the upcoming Ridley Scott-directed origin tale Prometheus.
]]>The Alien films have always held enormous power over me, occupying the same sphere of significance that Star Wars and The Lord of the Rings do for many others. So it’s been with great interest and no small amount of hope that I’ve watched the development saga of Aliens: Colonial Marines. This Gearbox Software-developed first-person shooter promises to pick up where James Cameron’s 1986 classic Aliens left off — an irresistible premise for any diehard fan of the series. A recent trailer (watch it below) presented a convincing succession of sound and images, yet carried the sadface news of a new fall 2012 release date. What’s an impatient Alien fan to do?

Well, I went to Randy Pitchford to get some answers. The gregarious CEO of Gearbox Software was all too happy to share new insights into the studio’s plans for Aliens: Colonial Marines, including multiplayer concepts, the control scheme, play style…and, perhaps most tantalizing, what he knows about the upcoming Ridley Scott-directed origin tale Prometheus.

Alien fans: Something tells me that 2012 is going to be a mighty fine year.

PlayStation.Blog: Aliens: Colonial Marines was recently confirmed to be a fall 2012 title. How will the game’s new fall 2012 release date benefit the final product?

Randy Pitchford, CEO, Gearbox Software: Aliens: Colonial Marines has been a dream project – a labor of love. We’re fully committed to our vision for the game. Creating deadlines is helpful to the process, but we do regret where it creates expectations that cause us to choose between changing expectations or compromising the vision.

PSB: Are you excited to see Prometheus? Will any of the Space Jockey lore hinted at in the film make it into Aliens: Colonial Marines?

RP: I’m very excited about Prometheus. 20th Century Fox invited us to read the script and check out production and ACM’s director, Brian Martel, had a discussion with Ridley Scott about the matter years and years ago, so it’s been a really interesting seat for us on this one. A bunch of our guys went out to read the script a while back. I chose to decline because I didn’t want the spoilers — I can’t wait to see the final film! Ridley is such a master storyteller and filmmaker and I’m thrilled that he’s spending some more time in science fiction. Oh, and I haven’t dodged your real question. Yes, ACM will bring you inside The Derelict on LV-426. I don’t want to spoil anything, so I’ll leave it at that!

PSB: Would you describe the FPS feel as grittier and more realistic, or focused on arcadier accessibility?

RP: I would say that the player’s experience for Aliens: Colonial Marines will tend closer to the gritty realism side. I say that because sometimes the gameplay footage we use for marketing will tend to focus more on the action — which is definitely in there — but you can’t really feel difficulty and challenge as well when you’re trying to promote and market the game using promotional footage.

PSB: How are you approaching the control scheme? Does the game feature aim down the sight and a two-weapon limit? Are there any equipment slots or ways to customize your character?

RP: Looking down the sights properly is a big deal. Gearbox is really proud of its heritage in the evolution of down-the-sights views having really pushed that feature forward in the first Brothers in Arms game. Since then, every shooter we’ve created has featured direct down the sights views with ballistic weapons — including Borderlands. There are still some things we’re bouncing around between with respect to how we’re managing weapon slots and equipment with ACM, so I’ll reserve making a commitment on that right now.

Peer review and testing with customers is really important to us in the tuning process. If any of your readers are in Dallas, TX and want to be part of our user testing program, they should check out our website for more information.

PSB: Displaying the aliens themselves is a tricky balance between showing too much and showing too little. What’s your philosophy when it comes to showing them in the game?

RP: It’s been fun for us to dream up the presentations, but we’re not approaching it like no one knows what a xenomorph looks like. We do have some awesome new variants to reveal for the first time, so we try to get value out of those moments for the experience when you’re playing the game.

PSB: Finally, how important is the multiplayer experience to Aliens: Colonial Marines? Can you give us any hint as to the way it will play?

RP: Multiplayer is a big deal for us. It’s getting a huge amount of attention. I think we’ll be looking for some opportunities very soon to get some people outside of our studios, including some journalists, to have a chance to preview the multiplayer game and play a bit of it. We’re really looking forward to testing it against other eyes and getting some feedback from that, so it shouldn’t be too long before we make that happen.

]]>http://blog.us.playstation.com/2012/02/03/randy-pitchford-talks-aliens-colonial-marines-release-date-prometheus-possibilities/feed/38http://blog.us.playstation.com/wp-content/uploads/2012/02/6810923643_2e5f6e57e7_o.jpg3.85Senior Manager, Social Media389Aliens: Colonial Marines Q&A – Not Bad For a Humanhttp://blog.us.playstation.com/2011/08/25/aliens-colonial-marines-qa-not-bad-for-a-human/
http://blog.us.playstation.com/2011/08/25/aliens-colonial-marines-qa-not-bad-for-a-human/#commentsThu, 25 Aug 2011 14:04:03 +0000http://blog.us.playstation.com/?p=57661Aliens: Colonial Marines when I popped over to the SEGA gamescom booth to say hi to a friend and, within minutes, it became one my highlights of the show. I’m not as familiar with the Aliens films as many – I remember seeing one of them on TV as a child and not sleeping well for a few days – but judging it purely as a shooter, it is looking very impressive.
The level shown was a beautifully lit labyrinth of corridors on-board a craft sent to investigate LV-426, 11 months after Ripley escaped in Aliend. The most memorable aspect for me was the animation of the Xenomorphs and my skin is crawling as I type just thinking about them. This added to the level design, which always leaves you feeling exposed as creatures pour from every angle and air vent, produces an unnerving shooter that piles on the tension.]]>

I checked out Aliens: Colonial Marines when I popped over to the SEGA gamescom booth to say hi to a friend and, within minutes, it became one my highlights of the show. I’m not as familiar with the Aliens films as many – I remember seeing one of them on TV as a child and not sleeping well for a few days – but judging it purely as a shooter, it is looking very impressive.

The level shown was a beautifully lit labyrinth of corridors on-board a craft sent to investigate LV-426, 11 months after Ripley escaped in Aliens. The most memorable aspect for me was the animation of the Xenomorphs and my skin is crawling as I type just thinking about them. This added to the level design, which always leaves you feeling exposed as creatures pour from every angle and air vent, produces an unnerving shooter that piles on the tension.

After the demo, I spoke with Gearbox Chief Creative Officer Brian Martel about working with such an iconic IP and why his team is best suited to bringing the essence of the Aliens films to the interactive space.

Earlier in the week, Rocksteady Studios told us that they had been given the creative freedom to build their own ‘Batman canon’ with the Arkham games. Is that what you’re trying to do with Aliens: Colonial Marines?

That’s exactly what we’re looking to do. Fox has been great to work with and SEGA has been a good partner in building the bridges between developer and IP holder. Fox is a little more flexible with the canon than other companies out there, but they do have to be careful not to annoy directors – if you put together a proposition that assumes a particular film never happened, the director isn’t going to like that very much and Fox may have plans to work with them again in the future.

We’re able to introduce our own elements that we feel are right for the interactive space, whether that’s weapons or new types of aliens, and we’re aware that in doing so we’re adding to the existing canon.

What is the essence of the Aliens films?

The aliens aren’t just looking to kill you, they’re trying to propagate the species and take you elsewhere so they can get you face-hugged. That’s the threat and it forms the scary aspect of the world, and then you also need to have the high action aspect. If you watch the film Aliens, there aren’t too many scare moments; it’s scary because you know what’s going to happen if you get caught but it’s action-packed, and to make a great game like this you have to have lots of aliens, lots of stuff to shoot at. You need the diversity between extremely quiet all the way up to high-octane.

What are the differences between creating fear cinematically, in a film, and doing so in the interactive space?

A lot of it is the same, so you’re going to have audio cues that catch the player unaware and you always want to use some misdirection, drawing the eye to one spot and then making something happen elsewhere. But at the end of the day, with a co-op shooter it’s pretty hard to truly scare the player so that’s why Colonial Marines is more action driven. It’s not like Dead Space, which has a fright around every corner, or something like Condemned, which was pure tension throughout.

We could talk about the Aliens IP all day; what gameplay innovations are you bringing to the table?

You’re going to see a lot of growth in terms of what you expect from a Gearbox game that is co-op focused. Obviously, things like the look and atmosphere belong to the Aliens universe, but underneath you’re going to get a sense of something that is totally Gearbox.

Why is Gearbox the right developer to take on the Aliens IP?

If you take a look at our track record on working with IPs, whether it’s Half Life or James Bond, we’ve been true and honest with what it needs to be. We’re one of the best at that, looking at what gamers want and expect from the license and giving it to them.

What’s more important to Aliens fans: familiarity or surprise?

It’s important to have these little signposts or fan service moments, such as finding out what happened to Burke or seeing what happened to Hudson when he got pulled down. But then you also have people coming in who might never have seen the movies so we’re bringing something for everybody.

]]>http://blog.us.playstation.com/2011/08/25/aliens-colonial-marines-qa-not-bad-for-a-human/feed/33http://blog.us.playstation.com/wp-content/uploads/2011/08/6077707171_a7667c69c1_z.jpg3.61Blog Manager, SCEE330E3 2011: First Glimpse of Aliens: Colonial Marineshttp://blog.us.playstation.com/2011/06/16/e3-2011-first-glimpse-of-aliens-colonial-marines/
http://blog.us.playstation.com/2011/06/16/e3-2011-first-glimpse-of-aliens-colonial-marines/#commentsThu, 16 Jun 2011 21:40:26 +0000http://blog.us.playstation.com/?p=52994Gearbox Software CEO Randy Pitchford. He was there to show off Aliens: Colonial Marines, the upcoming first-person shooter that’s scheduled to hit the PS3 in 2012. When you hear a developer talk about his game with the passion Pitchford demonstrated, you know the studio is on the right track. Gearbox Software is packed with fans of the Aliens films; seeing the game in action, it shows.
The demo starts with the crash of the U.S.S. Sulaco, the high-tech marine vessel from the second film. You wake up to find yourself in a nightmare, surrounded by xenomorphs with no idea about what is happening. But you’re not alone -- you’ll have a group of highly trained marines at your side wielding state-of-the-art military technology, from the iconic pulse rifle and flamethrower to the pulverizing smart gun.]]>

During E3 2011, I entered a gloomy room and found myself before Gearbox Software CEO Randy Pitchford. He was there to show off Aliens: Colonial Marines, the upcoming first-person shooter that’s scheduled to hit the PS3 in 2012. When you hear a developer talk about his game with the passion Pitchford demonstrated, you know the studio is on the right track. Gearbox Software is packed with fans of the Aliens films; seeing the game in action, it shows.

The demo starts with the crash of the U.S.S. Sulaco, the high-tech marine vessel from the second film. You wake up to find yourself in a nightmare, surrounded by xenomorphs with no idea about what is happening. But you’re not alone — you’ll have a group of highly trained marines at your side wielding state-of-the-art military technology, from the iconic pulse rifle and flamethrower to the pulverizing smart gun.

During his presentation, Pitchford assured us that this is the real sequel to Aliens and everything indicates that this is so, from the Marines’ tools (including motion trackers) to the automatic turrets that we saw on the special edition of Aliens; they are all here. The game also featured a cooperative mode for four players and your friends will be able to drop in and drop out of gameplay as they please.

Without a doubt, the most striking element I saw in Aliens: Colonial Marines was the setting and atmosphere. Gearbox is busy perfecting the combination of loneliness, abandonment, and claustrophobia that have become hallmarks of the series. The xenomorphs are more horrific that ever — they’re quick, merciless, and attack in groups that will not give you a moment’s rest. We also saw a new alien who looks like a Queen but is faster, uses its head like a shield, and can charge its enemies. Of course, you have to run away to face it afterwards in a battle that involves a exosuit cargo-loader. You can imagine the rest.

We are a long way off from 2012, but from what we have seen, Gearbox is on the right track. Aliens purist can rest easy, while those passionate about first-person shooters can look forward to a promising co-op experience.